Trying to remain hidden when moving is difficult unless the character chooses to <apdx ref="​open:​mechanics:​rulecards:​28215">​mosey</​apdx>​. Any attempt to <apdx ref="​open:​mechanics:​rulecards:​28214">​run</​apdx>​ incurs a 2d6+0 situation bonus to the resistance for splitting the action'​s focus. Note, this is a run action and does not mean the character actually runs, they could be crawling along the floor or climbing a cliff, but a run covers any action where players roll the dice to determine how far they move. Moseys cover a maximum <apdx ref="​open:​mechanics:​rulecards:​movementresistance">​movement resistance</​apdx>​ of three and some terrain (e.g. cliffs) may have higher resistances,​ forcing a character to run and deal with the associated situation bonuses. Characters cannot make a <apdx ref="​open:​mechanics:​rulecards:​27530">​5'​ step</​apdx>​ while splitting their focus between an action and deceit.

Trying to remain hidden when moving is difficult unless the character chooses to <apdx ref="​open:​mechanics:​rulecards:​28215">​mosey</​apdx>​. Any attempt to <apdx ref="​open:​mechanics:​rulecards:​28214">​run</​apdx>​ incurs a 2d6+0 situation bonus to the resistance for splitting the action'​s focus. Note, this is a run action and does not mean the character actually runs, they could be crawling along the floor or climbing a cliff, but a run covers any action where players roll the dice to determine how far they move. Moseys cover a maximum <apdx ref="​open:​mechanics:​rulecards:​movementresistance">​movement resistance</​apdx>​ of three and some terrain (e.g. cliffs) may have higher resistances,​ forcing a character to run and deal with the associated situation bonuses. Characters cannot make a <apdx ref="​open:​mechanics:​rulecards:​27530">​5'​ step</​apdx>​ while splitting their focus between an action and deceit.